Re: spdl.... good or bad?

Date : Mon, 3 Jul 2006 11:46:01 -0700
To : <xsi(at)Softimage.COM>
From : "Matt Lind" <speye_21(at)hotmail.com>
Subject : Re: spdl.... good or bad?
I always found SPDL to be rather limiting - more trouble than it's worth.

There are times when I want a shader to take different types of inputs or act in completely different ways depending on the context which the shader is being used. This requires a dynamic interface to remain optimal, but I feel SPDL forces me to hardcode certain elements or make finalized decisions I don't like. SPDL is also in it's own sealed off world - one of the few areas of XSI that you cannot access from scripting. You can put scripts inside of a SPDL file, but that's not the same as dynamically adding/removing/modifying SPDL data from another script or scripted operator. SPDL is not user friendly or ergonomic.

I'm not too fond of SPDL documentation either as it's not entirely clear other than for simple shaders. When you move to other shader types or need to implement controls to access things like vertex color properties, GUI widgets, or userdata such as Particles the docs are useless and lead to major hair pulling sessions. Tasks that should take minutes end up taking days or weeks because you have to search the net or pick somebody's brain 3,000 miles away for that elusive undocumented nugget of information to make it work.

One area where I was hoping SPDL would evolve would be with the phenomenon architecture allowing ability to create connections on the fly or from within shaders. I would like to see a system where I can connect multiple shaders and not have to use multiple SPDLs to get the job done. The worst part is the reliance on the windows registry. I can see why GUID's were chosen for parameter definitions, but there has to be a better way. Having to define dummy parameters to pass data between 2 shader SPDL's seems very wasteful. It would also be nice if there were a way to reference a parameter by name instead of by GUID so certain types of things are possible - such as allowing a shader to reference a specific shader parameter so it can be overridden on a cluster material without causing GUID collisions upon shader registration - and I mean reference the parameter, not it's value.

In short, SPDL seemed to have a purpose at it's outset, but the development went on the backburner to the point that it's now archaic. It would be better to replace SPDL with something a little more common such as XML or HTML where JScript and other languages can manipulate it as user's are desiring.


Matt

---------------------------------
Matt Lind
Animator / Technical Director
Softimage certified instructor:
   Softimage|3D
   Softimage|XSI
Matt(at)Mantom.net
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